Occultists know a kind of magic which is mechanically built around one or two very
flexible open-ended HERO System base Powers that can be bought once and then used
to do many different effects. For instance rather than buying a lot of different
effects with the SFX of "Illusions" a Character could reasonably just buy Images
and configure it in such a way that it can be used for just about any sort of "Illusion".
Similarly a viable Conjurer could be designed that simply has a very flexible and
powerful Summon power.

In theory an Occultist can learn any type of Occult ability. In practice, the vast
majority know only one or two sorts that they are usually born with a proclivity
for. Such proclivities are hereditary, running in family lines.

Power Skill: Occultism (Ego)

An Occultist must have Power Skill: Occultism (Ego), which they use to learn, understand,
and know of the ancient magics of Occultism as well as to use the abilities they
already know. Though it has some Knowledge Skill-like functions related to the knowing
of facts and details this is a secondary attribute, it is not a Knowledge Skill
and does not benefit from the Scholar enhancer. Bonuses to the roll cost 2 points
per +1, but +1 for rolls with a specific Occult ability cost 1 point; for instance
+3 w/ Stormcalling costs 3 points.

3/2

Power Skill: Occultism (EGO): This skill is used by
Occultists to learn, understand, and know of ancient magics as well as to
use the abilities they already know. Though it has some Knowledge Skill-like functions,
it is not a Knowledge Skill and does not benefit from the Scholar enhancer.

RESTRICTIONS

In a Here There Be Monsters campaign, Occultists have the following restrictions:

Each Occultism Power has an Active Point limit of ((Base Points + Max Complications
+ Experience Points) / 2)

The following types of Occult abilities are available in a Here There Be Monsters
campaign. Others might be available as "lost lores" with GM permission; anything
that seems plausible and isn't unbalancing is fair game.

Generally speaking, Occult abilities tend to be more on the subtle and difficult
to perceive side. If a player suggests an ability the GM should cut it some slack
the more subtle and difficult to perceive it is.

Occult abilities are typically more willpower oriented and seldom require the sort
of elaborate gyrations and "spell casting" trappings associated with the more technique
oriented Magi magics. The exception is that some of the most powerful Occult abilities
are oriented as elaborate rituals that take time and preparation and possibly multiple
participants to use; conceptually these formalized rituals are the middle ground
between the raw talent willing of "pure" Occultism and the learned / formulaic abilities
of Magi.

Conjurers require special explanation to avoid confusion stemming from the many
different ways in which the Summon Power can be used in a Here There Be Monsters
campaign. Conjurers literally conjure items and creatures composed of pure magical
force...magical constructs, essentially.

"Organics" summoned by a Conjurer, such as a pack of wolves or a human-seeming servant,
should be built as Automatons, but for convenience sake write ups in the Bestiary
or other sources can be used as is by just ignoring the STUN total and remembering
that this makes them more durable in combat and technically more expensive than
their point totals indicate.

Conjurers cannot summon specific individuals or truly living creatures at all, and
conjured things fade away after a period of time roughly equal to the Conjuror's
(INT + EGO + PRE) / 3 in minutes, though the degree of success of the Occultism
roll made to conjure the item might effect this.

Due to the fact that they are really creating mystical constructs and not acutally
summoning preexisting things, Conjurers cannot summon real Daemons or extradimensional
entities. Thus they can conjure a construct that looks and in most ways acts
like a Daemon, but its not really a Daemon.